Gaming device

ABSTRACT

A method that incorporates teachings of the subject disclosure may include, for example, detecting movement of a cover of the device with respect to a body of the device, and determining, in response to detecting movement of the cover, that the device is ready for use. If the device is ready for use, a signal is transmitted to a computing device, and the computing device is directed to perform an initializing procedure for a gaming engine executing on the computing device. Additional embodiments are disclosed.

CROSS REFERENCE TO RELATED APPLICATIONS

The present application is a continuation of U.S. application Ser. No.13/888,425, filed May 7, 2013, which claims the benefit of U.S.Provisional Application No. 61/792,519, filed Mar. 15, 2013, thedisclosures of which are incorporated by reference herein in theirentirety.

FIELD OF THE DISCLOSURE

The subject disclosure relates generally to a device for use by gameplayers.

BACKGROUND

It is common today for gamers to utilize more than one gaming accessory.This is especially true of gamers who play on-line games or competitivegames in a team or individual configuration. Gamers can have at theirdisposal accessories such as a keyboard, a general purpose gaming pad, amouse, a gaming console controller, a headset with a built-in microphoneto communicate with other players, a joystick, a computer console, orother common gaming accessories.

A gamer can frequently use a combination of these accessories during agame. Efficient management and utilization of these accessories canfrequently impact a gamer's ability to compete.

BRIEF DESCRIPTION OF THE DRAWINGS

Reference will now be made to the accompanying drawings, which are notnecessarily drawn to scale, and wherein:

FIG. 1 depicts an illustrative embodiment of a Graphical User Interface(GUI) generated by an Accessory Management Software (AMS) applicationaccording to the subject disclosure;

FIGS. 2A and 2B depict illustrative embodiments for communicativelycoupling a gaming controller to a computing device via a network;

FIG. 3 schematically illustrates gaming accessories that can be used bya gamer interacting with a gaming engine;

FIG. 4 depicts an illustrative embodiment of a communication device;

FIGS. 5A and 5B are a top perspective view and an end view,respectively, of a gaming device in accordance with embodiments of thedisclosure;

FIG. 6A is a perspective view of a gaming device including a removablecover, in accordance with an embodiment of the disclosure;

FIG. 6B is a perspective view of a gaming device including a removablecover, in accordance with another embodiment of the disclosure;

FIG. 6C is a flowchart of a procedure in which control functions areinvoked by removing the cover of the gaming device as shown in FIGS. 6Aand 6B;

FIGS. 7A and 7B are a bottom perspective view and an end view,respectively, of a gaming device in accordance with a further embodimentof the disclosure;

FIG. 7C is a flowchart of a procedure in which control functions areinvoked by removing the cover of the gaming device from the top of thedevice and placing the cover on the bottom of the device as shown inFIGS. 7A and 7B;

FIG. 8 depicts an illustrative embodiment of a system operating at leastin part with a gaming device according to FIGS. 5A, 5B, 6A-6C, and7A-7C;

FIG. 9 depicts an illustrative embodiment of a communication flowdiagram utilized by a gaming system including a gaming device accordingto embodiments of the disclosure;

FIG. 10 depicts an illustrative embodiment for highlighting functions ofa gaming accessory;

FIGS. 11-14 depict illustrative embodiments for presenting performancesof gamers; and

FIG. 15 depicts an illustrative diagrammatic representation of a machinein the form of a computer system within which a set of instructions,when executed, may cause the machine to perform any one or more of themethodologies disclosed herein.

DETAILED DESCRIPTION

The subject disclosure describes, among other things, illustrativeembodiments of a gaming device. Other embodiments are contemplated bythe subject disclosure.

One embodiment of the subject disclosure can entail a device comprisinga memory to store instructions and a controller coupled to the memory.Responsive to executing the instructions, the controller performsoperations comprising detecting a cover of the device with respect to abody of the device, and determining, in response to detecting movementof the cover from a first position proximate to a top side of the body,that the device is ready for use. In accordance with determining thatthe device is ready for use the controller performs further operationscomprising transmitting a signal to a computing device that the deviceis ready for use, directing the computing device to perform aninitializing procedure for a gaming engine executing on the computingdevice wherein the initializing procedure comprises determining initialsettings, and directing the computing device to perform a searchprocedure wherein the search procedure comprises querying availabilityof another device for playing a game.

One embodiment of the subject disclosure can entail a computer-readablestorage device comprising instructions, which when executed by aprocessor, cause the processor to perform operations comprisingdetecting a cover of the device with respect to a body of the device,determining, in response to detecting movement of the cover from a firstposition proximate to a top side of the body, that the device is readyfor use, and in accordance with determining that the device is ready foruse, performing further operations comprising transmitting a signal to acomputing device that the device is ready for use and directing thecomputing device to perform an initializing procedure for a gamingengine executing on the computing device, wherein the initializingprocedure comprises determining initial settings.

One embodiment of the subject disclosure can entail a method comprisingdetecting movement of a cover of the device with respect to a body ofthe device, and determining, in response to detecting movement of thecover, that the device is ready for use. If the device is ready for use,a signal is transmitted to a computing device, and the computing deviceis directed to perform an initializing procedure for a gaming engineexecuting on the computing device. The computing device is also directedto perform a search procedure, wherein the search procedure comprisesquerying availability of another device for playing a game.

FIG. 1 depicts an illustrative embodiment 100 of a Graphical UserInterface (GUI) 101 generated by an Accessory Management Software (AMS)application according to the subject disclosure. The gamer can interactwith one or more of the gaming accessories via the GUI. The AMSapplication can be executed by a computing device such as a desktopcomputer, a laptop computer, a server, a mainframe computer, a gamingconsole, a gaming accessory, or combinations or combinations of portionsthereof. The AMS application can also be executed by portable computingdevices (with computing resources) such as a cellular phone, asmartphone, a personal digital assistant, a tablet, or a media player(such as an iPOD™). It is contemplated that the AMS application can beexecuted by any device with suitable computing resources.

FIG. 2A schematically depicts a gaming controller 115 which can be usedby a gamer, according to an embodiment of the subject disclosure. Inthis embodiment, gaming controller 115 and gaming console 206 have anintegrated wireless interface for wireless communications therebetween(e.g., WiFi, Bluetooth, ZigBee, or a proprietary protocol). The gamingconsole 206 can also be coupled to network 270 via communication link245, such as a WiFi link, to the internet. The gaming console 206 canbe, for example, an Xbox™, a PS3™, a Wii™, or another suitable gamingconsole device. Video information is displayed to the gamer on displaydevice 231, which in this illustration is coupled to gaming console 206by a wired connection 235, but can be replaced, if desirable, by awireless interface (e.g., wireless HDMI. Display device 231 may be atelevision as illustrated or a touch screen comprising both an inputdevice and an output device. Alternatively, the gaming controller 115can be tethered to a computing device such as the gaming console by acable (e.g., USB cable) to provide a means of communication lesssusceptible to electromagnetic interference or other sources of wirelessinterference.

FIG. 2B depicts an alternative embodiment to FIG. 1A in which a desktopcomputer 262 is used in place of the gaming console 206. In oneembodiment, the desktop computer 262 can be configured to execute agaming client (i.e., a software application) acting in cooperation withan on-line gaming server 272 accessible by the desktop computer 262 viathe network 270 (e.g., World of Warcraft™). In another embodiment, thedesktop computer 262 can be configured to execute a localized gamingsoftware application without accessing the on-line gaming server 272.

The gaming accessory used with the desktop computer 262 can be akeyboard 108, mouse 110, or another suitable gaming accessory device. Inthe present context, an accessory can represent any type of device whichcan be communicatively coupled to the computing device (or an integralpart of the computing device) and which can control aspects of anoperating system (OS) and/or a software application operating in thecomputing device. An accessory can represent for example a keyboard, atouch screen display, a gaming pad, a gaming controller, a mouse, ajoystick, a microphone, or a headset with a microphone—just to mention afew.

It is understood that the devices shown in FIGS. 1, 2A and 2B are mereillustrations of possible gaming configurations. The subject disclosureis applicable to other gaming configurations and is thereby not limitedby those described in FIGS. 1, 2A and 2B.

FIG. 3 illustrates gaming accessory devices with which a gamer 301 caninteract. Touch-sensitive devices 310 can include a gaming controller115, mouse 110, keyboard 108, touchscreen display 231, and joystick 116.Audio devices 320 can include headphones 114, microphone 321, andspeakerphone 323. Imaging devices 330 can include webcam 331. Theseaccessory devices can provide tactile, audio, and/or visual stimuli to agamer, receive responses from the gamer to thereby generate stimuliwhich can be interpreted by a gaming software application, or both.

The accessories can be coupled to the computing device by a tetheredinterface (e.g., USB cable), a wireless interface (e.g., Bluetooth orWireless Fidelity—WiFi), or combinations thereof.

The term “gaming system,” as used herein, refers to the combination ofcomputing hardware and software that delivers a gaming experience. Thesoftware applications that present and manage the gaming experience arecollectively referred to herein as a “gaming engine.” The gaming enginegenerally includes the AMS for managing and augmenting usage of thevarious accessories, and an Application Program Interface (API) forreceiving feedback from a computing device which is a subset of thegaming system that executes a gaming software application. The computingdevice can be a gaming console, a server, a local computer, a portablecommunication device, combinations thereof, or other devices withsuitable processing resources.

FIG. 4 depicts an illustrative embodiment of a computing device 400.Computing device 400 can serve in whole or in part as an illustrativeembodiment of the devices depicted in FIGS. 1-3. The computing device400 can comprise a wireline and/or wireless transceiver 402 (hereintransceiver 402), a user interface (UI) 404, a power supply 414, aproximity sensor 416, a motion sensor 418, an orientation sensor 420,and a controller 406 for managing operations thereof. The transceiver402 can support short-range or long-range wireless access technologiessuch as Bluetooth, WiFi, Digital Enhanced Cordless Telecommunications(DECT), or cellular communication technologies, just to mention a few.Cellular technologies can include, for example, CDMA-1X, UMTS/HSDPA,GSM/GPRS, TDMA/EDGE, EV/DO, WiMAX, software defined radio (SDR), LongTerm Evolution (LTE), as well as proprietary or other next generationwireless communication technologies as they arise. The transceiver 402can also be adapted to support circuit-switched wireline accesstechnologies (such as PSTN), packet-switched wireline accesstechnologies (such as TCP/IP, VoIP, etc.), and combinations thereof.

The UI 404 can include a depressible or touch-sensitive keypad 408coupled to a navigation mechanism such as a roller ball, a joystick, amouse, or a navigation disk for manipulating operations of the computingdevice 400. The keypad 408 can be an integral part of a housing assemblyof the computing device 400 or an independent device operably coupledthereto by a tethered wireline interface (such as a USB cable) or awireless interface supporting for example Bluetooth. The keypad 408 canrepresent a numeric keypad, and/or a QWERTY keypad with alphanumerickeys. The UI 404 can further include a display 410 such as monochrome orcolor LCD (Liquid Crystal Display), OLED (Organic Light Emitting Diode)or other suitable display technology for conveying images to an end userof the computing device 400.

In an embodiment where the display 410 is touch-sensitive, a portion orall of the keypad 408 can be presented by way of the display 410 withnavigation features (e.g., an iPad™, iPhone™, or Android™ phone ortablet). As a touch screen display, the computing device 400 can beadapted to present a user interface with graphical user interface (GUI)elements that can be selected by a user with a touch of a finger. Thetouch screen display 410 can be equipped with capacitive, resistive orother forms of sensing technology to detect how much surface area of auser's finger has been placed on a portion of the touch screen display.This sensing information can be used to control the manipulation of theGUI elements.

The UI 404 can also include an audio system 412 that utilizes commonaudio technology for conveying low volume audio (such as audio heardonly in the proximity of a human ear) and high volume audio (such asspeakerphone for hands free operation, stereo or surround sound system).The audio system 412 can further include a microphone for receivingaudible signals of an end user. The audio system 412 can also be usedfor voice recognition applications. The UI 404 can further include animage sensor 413 such as a charged coupled device (CCD) camera forcapturing still or moving images and performing image recognitiontherefrom.

The power supply 414 can utilize common power management technologiessuch as replaceable or rechargeable batteries, supply regulationtechnologies, and charging system technologies for supplying energy tothe components of the computing device 400 to facilitate long-range orshort-range portable applications. Alternatively, the charging systemcan utilize external power sources such as DC power supplied over aphysical interface such as a USB port or by way of a power cord attachedto a transformer that converts AC to DC power.

The proximity sensor 416 can utilize proximity sensing technology suchas a electromagnetic sensor, a capacitive sensor, an inductive sensor,an image sensor or combinations thereof. The motion sensor 418 canutilize motion sensing technology such as an accelerometer, a gyroscope,or other suitable motion sensing technology to detect movement of thecomputing device 400 in three-dimensional space. The orientation sensor420 can utilize orientation sensing technology such as a magnetometer todetect the orientation of the computing device 400 (North, South, West,East, combined orientations thereof in degrees, minutes, or othersuitable orientation metrics).

The controller 406 can utilize computing technologies such as amicroprocessor, a digital signal processor (DSP), and/or a videoprocessor with associated storage memory such as Flash, ROM, RAM, SRAM,DRAM or other storage technologies.

Other components not shown in FIG. 4 are contemplated by the subjectdisclosure. For instance, the computing device 400 can include a resetbutton (not shown). The reset button can be used to reset the controller406 of the computing device 400. In yet another embodiment, thecomputing device 400 can also include a factory default setting buttonpositioned below a small hole in a housing assembly of the computingdevice 400 to force the computing device 400 to re-establish factorysettings. In this embodiment, a user can use a protruding object such asa pen or paper clip tip to reach into the hole and depress the defaultsetting button.

The computing device 400 as described herein can operate with more orfewer components described in FIG. 4 to accommodate the implementationof the devices described by the subject disclosure. These variantembodiments are contemplated by the subject disclosure.

FIGS. 5A and 5B illustrate, in accordance with an embodiment, anarrangement 500 of a gaming accessory used to invoke the AMS applicationin a computing device. In this embodiment, the accessory has a main body501 and a cover 502 that fits over the top surface of the main body whenthe accessory is not in use. Cover 502 includes features (e.g.,depressions or other gripping structures) 503 to accommodate a user'sfingers and thus provide a convenient grip when the accessory is in use,as explained in more detail below. Cover 502 has an edge portion 510that can make a sliding contact, a friction fit, or a press fit with acorresponding top outer edge of main body 501. The computing device canbe a remote server (not shown), the gaming console 206 of FIG. 2A, orany other computing device with suitable computing resources. Theaccessory can be coupled to the computing device by a tethered interface(e.g., USB cable), a wireless interface (e.g., Bluetooth or WirelessFidelity—WiFi), or combinations thereof.

In the present context, an accessory can represent any type of devicewhich can be communicatively coupled to the computing device (or anintegral part of the computing device) and which can control aspects ofthe operating system (OS) and/or a software application operating in thecomputing device. An accessory can represent for example a keyboard, atouch screen display, a gaming pad, a gaming controller, a mouse, ajoystick, a microphone, or a headset with a microphone—just to mention afew.

FIG. 6A illustrates accessory 500 with cover 502 removed from the top ofmain body 501. Control devices 603 used in playing a game can bedisposed on the top side of main body 501. In this embodiment, top edgeportion 511 of main body 501 includes an outward-facing electricalcontact 601 while edge portion 510 of cover 502 has an inward-facingelectrical contact 602 (not shown in FIG. 6A). Contacts 601-602 togetherform a switch. When cover 502 is fitted over the top of main body 501(that is, the cover is closed), contact is made between 601 and 602 sothat the switch is closed. Closure of the switch can cause theelectronic devices or components in the accessory to be powered off, andcan also cause a signal to be sent to the computing device that theaccessory is in an OFF state. Alternatively, edge portion 511 caninclude a tab or plunger that is displaced when cover 502 is fitted ontobody 501 and edge portion 510 comes into contact with edge portion 511.The displacement can actuate a switch inside body 501, causing theelectronic devices or components in the accessory to be powered off, andcausing a signal to be sent to the computing device that the accessoryis in an OFF state. Removal of the cover actuates the switch—that is,causes a change of state of the switch (breaking contact, release of aplunger, etc.) indicating that the accessory is no longer in the OFFstate.

FIG. 6B schematically illustrates an alternative arrangement in whichthe accessory main body has a proximity sensor 604 and a sensor target605 (not shown in FIG. 6B), mounted on the underside of the cover orencapsulated in the cover 502. The sensor and sensor target together canform a capacitive or magnetic switch. As in FIG. 6A, when cover 502 isfitted over the top of main body 501 (that is, the cover is closed),sensor 604 determines proximity of target 605 so that the switch isclosed. Closure of the switch can cause the electronic devices in theaccessory to be powered off, and can also cause a signal to be sent tothe computing device that the accessory is in an OFF state. If the coveris removed from the main body, sensor 604 detects that target 605 is nolonger proximate to the main body, so that control devices 603 areexposed and the accessory is ready for use.

FIG. 6C shows steps in a procedure for using the accessory cover tocontrol functions of the accessory, according to an embodiment. In step610, the accessory detects the cover, using a contact switch orproximity sensor as shown in FIGS. 6A and 6B. Depending on the state ofthe switch or sensor (step 612), the cover is determined to be on top ofthe accessory as shown in FIGS. 5A and 5B so that the accessory is in anOFF state (step 614), or removed from the accessory as shown in FIGS. 6Aand 6B (step 616). If removal of the cover is detected, the accessoryenters a READY state (that is, the accessory and gaming engine interpretremoval of the cover as an indication that the gamer wishes to invokethe AMS application). The accessory transmits a signal to the gamingconsole that the accessory is ready (step 618). In response to thissignal, the gaming console initializes the gaming engine (step 620),either with default settings or according to the last profile used bythe gamer. The gaming console then searches for other gamers who may bein the vicinity and wish to join the game (step 622).

FIG. 7A illustrates an accessory arrangement 700 according to anotherembodiment, in which cover 502 is removed from the top of accessory mainbody 501 and placed on the bottom of main body 501 when the accessory isin use. As shown in FIG. 7A, edge portion 510 of cover 502 is placed incontact with bottom edge portion 711 of main body 501. The bottom edgeportion 711 can include an electrical contact to form a switch withelectrical contact 602 of the cover (see FIG. 6A). Alternatively, aproximity sensor can be mounted on the underside of main body 501 (or inthe interior of main body 501 close to the underside) to form acapacitive or magnetic switch with the sensor target 605 of the cover(see FIG. 6B). In this embodiment, cover 502 can be in one of threestates with respect to main body 501: covering the top (OFF state),covering the bottom (READY state), or loose (which may be viewed as aSTANDBY state). As shown in FIGS. 7A and 7B, in this embodiment cover502 is shaped (e.g. with depressions 503) to provide a grip for thegamer while the top of the accessory is exposed and the accessory is inuse.

FIG. 7C shows steps in a procedure for using the accessory cover tocontrol functions of the accessory, according to an embodiment. In step710, the accessory detects the cover, using contact switches orproximity sensors as described above. Depending on the state of theswitches or sensors (step 712), the cover is determined to be on top ofthe accessory corresponding to an OFF state (step 714), removed from theaccessory which can be interpreted as a STANDBY state (step 724), or inplace on the bottom of the accessory (step 716). If the cover isdetected on the bottom of the accessory, the accessory enters a READYstate (that is, the accessory and gaming engine interpret placement ofthe cover on the bottom as a signal that the gamer wishes to invoke theAMS application). The accessory transmits a signal to the gaming consolethat the accessory is ready (step 718). In response to this signal, thegaming console initializes the gaming engine (step 720), either withdefault settings or according to the last profile used by the gamer. Thegaming console then searches for other garners who may be in thevicinity and wish to join the game (step 722).

In a further embodiment, the accessory main body can be provided with aplurality of interchangeable covers (each providing a switch/sensorfunction to control the accessory, as discussed above) with differentmaterials or shapes, thereby providing the garner with a variety ofdifferent grips.

FIGS. 8-9 illustrate embodiments of a system with a correspondingcommunication flow diagram for correlating stimulations and gamingaction results. In this illustration a user clicks the left button 119of the gaming controller 115. The gaming controller 115 can includefirmware (or circuitry), which creates an event as depicted by event 2in FIG. 8. The button depression and the event creation are depicted inFIG. 9 as steps 902 and 904. In step 904, the firmware of the gamingcontroller 115 can, for example, generate an event type “left button#3”, and a unique GUID with a time stamp which is submitted to the AMSapplication. Referring back to FIG. 8, the AMS application cataloguesevent 3, and if a substitute stimulation has been predefined, remaps theevent according to the substitution. The remapped event is thentransmitted to the gaming application at event 4. Event 3 of FIG. 8 isdepicted as step 906 in FIG. 9. In this illustration, the AMSapplication substitutes the left button #3 depression stimulus with a“keyboard ‘F’” depression which can be interpreted by the gamingapplication as a fire command. The AMS application in this illustrationcontinues to use the same GUID, but substitutes the time stamp foranother time stamp to identify when the substitution took place.

Referring back to event 4, the gaming application processes the eventand sends back at event 5 a game action result to the AMS applicationwhich is processed by the AMS application at event 6. The AMSapplication then submits the results to the accessory at event 7. Events4 and 5 are depicted as step 908 in FIG. 9. In this step, the gamingapplication processes “F” as an action to fire the gamer's gun, and thendetermines from the action the result from logistical gaming resultsgenerated by the gaming application. In the present illustration, theaction of firing resulted in a hit. The gaming application submits tothe AMS application the result type “Hit” with a new time stamp, whileutilizing the same GUID for tracking purposes. At step 910, the AMSapplication correlates the stimulation “left button #3 (and/or thesubstitute stimulation keyboard “F”) to the game result “Hit” andcatalogues them in memory. The AMS application then submits to theaccessory (e.g., gaming controller 115) in step 910 the game actionresults “Hit” with the same GUID, and a new time stamp indicating whenthe result was received. Upon receiving the message from the AMSapplication, the accessory in step 912 processes the “Hit” by assertinga red LED on the accessory (e.g., left button 119 illuminates in red orother LED of the gaming controller 115 illuminates in red) to indicate ahit. Other notification notices can be used such as another color forthe LED to indicate misses, a specific sound for a hit, or kill, avibration or other suitable technique for notifying the gamer of thegame action result.

The AMS application can catalogue results as shown in FIGS. 11-14. Thepresentation of the catalogued results can be based on a live session,or a replay session when reviewing segments of a video game much like areplay session of a sporting event (e.g., football game) is analyzed bysports analysts. To assist the audience in viewing a competition betweengamers, the AMS application can be adapted to present a virtualperipheral representative of the accessory of each gamer as shown inFIGS. 11-14.

The AMS application can be adapted to use coloring and highlight schemesto indicate when a function (e.g., a button or navigation knob) of theperipheral is being used as shown in FIG. 10. For example, the colorcode “dark red” can represent a button or knob that is frequently inuse, while a color code of “dark blue” can represent a button or knobthat is infrequently used. To indicate when a button or knob is in use,the button or knob can be highlighted with a white outline while theunused buttons can remain unhighlighted. In the case of knobs, which canbe moved omnidirectionally, the AMS application can show movements of ahighlighted knob as the gamer is utilizing the knob based on thestimulations received by the AMS application.

For example, if a gamer moves a knob in a northwest direction, the knobis highlighted with a white outline, and the knob is shown moving in thedirection chosen by the gamer. As buttons are being depressed andreleased rapidly, the AMS application will present rapid transitioningbetween the enabling and disabling of highlights to indicate the speedthat the gamer is depressing and releasing the buttons. As the frequencyof depressions of buttons or use of knobs increases, the AMS applicationwill change the color code of the buttons or knobs as described above tosignify frequency of use of the buttons and knobs.

In an embodiment where the AMS application receives gaming results froma gaming application via an API as described above, the communicationflow diagram shown in FIG. 9 can be modified with a more comprehensiveprotocol that includes a weapon type being monitored, misses, non-killhits (i.e., a hit that does not result in a kill), kill hits, and lossof life rate.

The AMS application can present performance factors of each gamer, andthe type of weapons being tracked (e.g., sniper rifle, machine gun, handgun) as shown in FIGS. 11-12. To identify which weapon is being used atany point in time during a gaming session, the AMS application canhighlight the weapon in a distinguishable color such as blue whilekeeping all other weapon rows in gray. The AMS application can calculatean average hit rate from the misses, non-kill hits, and kill hits. TheAMS application can compare gaming action results between the gamers toidentifying leading performance factors as shown in the “Comp Rating”column of each player. In a tournament setting, the performance factorsshown in FIGS. 11 and 12 can be shown in side-by-side monitors, ortogether in a JumboTron™ display such as those used in sporting eventsor the like.

As the gamer is competing, the input functions of the gaming controller115 can be highlighted and moved (in the case of knobs) to show theaudience how the gaming controller 115 is being used by the gamer. Thehealth of the gamer's avatar can be shown below the gaming controller115. To further enhance the experience for the audience, the gamer'simage can be shown as a video clip during the competition. The AMSapplication can also be adapted to present a portion of the video gameassociated with each gamer as shown in FIGS. 11-12.

In an embodiment where the gaming application does not provide gamingaction results (e.g., the video gaming application does not provide anAPI), the AMS application can be adapted to present a gamer'sperformance based on the stimulus signals generated, and whereapplicable, the substitute stimulus signals submitted to the gamingapplication as shown in FIGS. 13-14. In this illustration, the virtualperipherals are shown with the color scheme and highlights discussedearlier. The performance of the gamers can be presented according to thetype of weapons used, the key depressions invoking substitutions, themacros invoked, and the rate of transmission of stimuli to the gamingapplication.

For example, for gamer #1, the simultaneous depression of the up anddown arrows invoked the macro team chat, while using the sniper rifle.The gamer shot the rifle 14 times with 4 shots in rapid succession. Upondepressing the left “1” button of a front section of the gamingcontroller 115 of gamer #1, the AMS application invoked substitutestimuli transmitted to the gaming application which switches the use ofthe sniper rifle to the machine gun. A subsequent depression of the samebutton can cause a substitute stimuli generated by the AMS applicationto return to the sniper rifle. A depression of the right “1” button bygamer #1 resulted in substitute stimuli generated by the AMS applicationto call for air support. Gamer #2 shows that s/he has not invoked asubstitute stimuli for the machine gun. This may be because the gamerhas not pre-programmed the AMS application to associate stimuligenerated by the gaming controller 115 with substitute stimuli, orbecause the gamer has chosen not to invoke substitute stimuli with aparticular key depression (or sequence of key depressions).

Although not shown, monitoring stimuli generation and substitutes can beused to rate players' performances. For example, a gamer that has atendency to perform rapid fire on a machine gun without savingammunition may be viewed as a poor game tactic. Comparing suchstatistics between gamers can be used to show performance lead factorsbetween the gamers.

From the foregoing descriptions, it would be evident to an artisan withordinary skill in the art that the aforementioned embodiments can bemodified, reduced, or enhanced without departing from the scope andspirit of the claims described below.

For instance, the AMS application can record stimulus signals and/orgaming results for a game session and store this data for an extendedperiod of time for each of a plurality of garners. In addition, the AMSapplication can store multiple recorded game sessions for each garnerand can be adapted to compare a history of game sessions to assess howeach gamer's performance has evolved. Each gamer's improvement ordegradation detected by the AMS application over a number of gamingsessions can be reported to the garner and/or other garners asprogression line charts, histograms, pie charts or other suitablepresentation methods. The results can also be reported in a gamingtournament, on-line games, or other suitable setting in a manner similarto the illustrations of FIGS. 11-14.

The AMS application can compare a gamer's performance in a particulargame to a gaming session recorded from a prior tournament for the samegame or another game. Performance in the present context can mean acomparison of only stimulus signals (e.g., accessory-generated stimulussignals and/or substitute stimulus signals). This embodiment may beuser-selectable (i.e., user selects stimulus analysis only) by way of aGUI presented by the AMS application, or the AMS application may applythis embodiment automatically in instances where the AMS applicationdoes not receive gaming action results from the gaming application dueto a lack of an API or other suitable interface to receive gaming actionresults from the gaming application. Performance can also mean acomparison of only gaming action results and not stimulus signals, whichcan also be a user-selectable feature presented by a GUI generated bythe AMS application. Performance can further represent a combination ofgaming action results and stimulus signals with similar data of otherrecorded gaming sessions. In sum, a gamer's performance can bedetermined from stimulus signals (with or without substitute stimulussignals), and/or gaming action results in whole or on part monitored bythe AMS application.

For any one of the foregoing embodiments, the AMS application can detectimprovements or degradations in performance between a present tournamentgame and the previously recorded tournament game and report the resultsto the garner and/or an audience of on-line garners or a public audienceat a tournament via the monitors of FIGS. 11-14. The foregoingembodiments can be applied in a private setting (i.e., only visible tothe garner) and/or a social network of garners who share and presentresults via the AMS application or a social network such as FaceBook™ orother suitable social network platform.

In yet another embodiment, the AMS application can be adapted to comparea gamer's performance to another gamer's recorded performance. In atournament setting, for example, the gamers' performance can be comparedto each other based on the present gaming session or prior recordedsessions of the other gamer. In one embodiment, the AMS application canbe adapted to present a GUI where it presents a list of gamers andrecorded sessions from each gamer. The GUI can enable a user to select aparticular gamer and a particular recorded gaming session of theselected gamer for comparison to a recorded (or live) gaming session ofthe user making the selection or another gamer of interest to the user(e.g., comparing the performance of two professional gamers).

It should be noted that gaming sessions recorded by the AMS applicationcan be locally stored on a gamer's computing device (e.g., desktopcomputer or gaming console) or on a remote server managed by a serviceprovider of the AMS application or by a service provider that provides“Cloud” storing services. Comparison results can similarly be stored ona gamer's local computing device or a remote server.

In yet another embodiment, the AMS application can be adapted to alertusers when a particular gamer has achieved certain performance criteriaestablished by another gamer. For instance, the AMS application canpresent a GUI to a gamer to identify performance criteria of interest(e.g., number of kill hits, average hit rate for a particular weapon, aparticular ranking of a gamer for a particular gaming application,etc.). The identified performance criteria can be monitored by the AMSapplication for the selected gamer and when one or more criteria havebeen achieved by the monitored gamer, the AMS application can alert theinterested user by suitable communication means such as email, shortmessaging system (SMS) text message, or a GUI of the AMS applicationwhen the interested user is engaging the AMS application.

In another embodiment, the AMS application can compare the performanceof the gamers to a community rating localized to users of the gamingconsole 206, or all or a portion of on-line users which can span a largecommunity of users of the gaming application. For example, although anaverage hit rate of 5% for a sniper rifle may seem low for gamer #1 inFIG. 11, when these statistics are compared to other members of acommunity (e.g., other professional players), the AMS application candetermine from prior performance records of members of the community(retrieved from a local or remote database) that the user's performanceis in fact above average. Similar community comparisons can be performedfor the weapon type “machine gun” and “hand gun”. The AMS applicationcan also monitor and track statistics of other gaming applications whichmay have different weapon types. Similar statistics can be generated andcompared to the performance of members of a community to which the gameris associated.

In one embodiment, the statistical results shown in FIGS. 11-14 can beused to identify behavioral and/or skill patterns of a gamer. Forinstance, suppose a gamer appears to perform well as a sniper in onegaming application and bow and arrow marksman in a different gamingapplication. The AMS application can be adapted to detect thesecorrelations to indicate a skill set of the gamer that may be consistentbetween different games. For example, a sniper and bowman have a similartrait that requires marksmanship, calm nerves, and knowing when tostrike. This trait can be identified by the AMS application and can beused to identify other games in which the gamer may perform well. Thistrait can also be advertised to other gamers to promote teams.

The above-described methods can be adapted to operate in whole or inpart in a gaming accessory, in an operating system of a computer, in agaming console, in a gaming application that generates the video game,or any other suitable software application and/or device.

In an embodiment, the AMS application can be adapted to ignore or filtergame action results not considered relevant by the gamer or analysts.For instance, the AMS application can be adapted to ignore (or filter)game action results relating to navigation of the avatar (e.g., turnaround, jump, etc.). The AMS application can also be adapted to ignore(or filter) game action results relating to preparatory actions such asreloading a gun, switching between weapons, and so on. In anotherembodiment, the AMS application can be adapted to selectively monitoronly particular game result actions such as misses, non-kill hits,kills, and life of the avatar. The AMS application can also be adaptedto monitor gaming action results with or without temporal dataassociated with the stimuli and game action results.

In one embodiment, the AMS application can be adapted to track stimuli(or substitutions thereof) by submission order, and order of gamingaction results supplied by the gaming application, and performcataloguing thereof by the respective order of stimuli and gaming actionresults. The items can be catalogued by the AMS application with orwithout temporal data.

In one embodiment, the AMS application can be adapted to collect gamingaction results for “all” or a substantial portion of stimuli (orsubstitutions thereof) transmitted to the gaming application. In thisembodiment, the AMS application can be adapted to enable a gamer toreplay portions of the game to allow the gamer to visualize (in slowmotion, still shots, or regular play speed) the actions taken by thegamer (i.e., accessory stimuli and/or substitute stimuli) to help thegamer identify areas of the game where his/her performance can beimproved.

In one embodiment, the AMS application can be implemented as adistributed system (e.g., one or more servers executing one or morevirtual machines) enabling multiples users to control aspects of the AMSapplication. For example, in a tournament setting, gaming analystshaving access to the AMS application can request a replay of portions ofthe game to demonstrate exceptional plays versus missed plays at aJumboTron™ display. The gamers can access the AMS application toestablish new substitute stimuli, perform calibrations on macros, orinvoke or create additional gaming profiles. Portions of the AMSapplication can also be implemented by equipment of unaffiliated partiesor service providers of gaming services.

In one embodiment, the AMS application can be adapted to substitute anaccessory stimulus (or stimuli) for a macro comprising a combination ofsubstitute stimuli, and track the macro when gaming action results arereceived from the gaming application rather than track each individualsubstitute stimulus of the macro. The AMS application can be adapted tomonitor macros by tracking an order of stimuli (or substitutes)associated with the macro that are transmitted to the gaming applicationand by tracking an order of gaming action results received from thegaming application, which are associated with the macro. Alternatively,or in combination the AMS application can add a unique identifier to thesubstitute stimuli to identify the stimuli as being associated with themacro.

The AMS application can be adapted to catalogue the gaming actionresults associated with the macro in a manner that allows the gamer toidentify a group of gaming action results as being associated with themacro. The AMS application can also be adapted to collect sufficientdata to assess each individual gaming action result of the macro (e.g.,temporal data, hits, misses, etc.). The presentation of catalogued macrodata can be hierarchical. For example, the AMS application can present aparticular macro by way of a high level GUI that indicates the macrocaused a kill. The AMS application can be adapted to enable the gamer toselect a different GUI that enables the user to visualize a gamingaction result for each stimulus of the macro to determine how effectivethe macro was in performing the kill, and whether further adjustments ofthe macro might improve the gamer's performance.

In one embodiment, the AMS application can be adapted to present more orless competitive information than is shown in FIGS. 11-14. In oneembodiment, for example, the AMS application can be adapted to presentcompetitive information without the virtual peripherals. In one example,the AMS application can be adapted to present scrollable pages ofcompetitive information with or without the virtual peripherals. Inanother illustration, the AMS application can be adapted to presentcompetitive information without a viewing of the game or the gamer.Other variants of presenting competitive information or other data shownin FIGS. 11-14 are contemplated by the subject disclosure.

The foregoing embodiments are a subset of possible embodimentscontemplated by the subject disclosure. Other suitable modifications canbe applied to the subject disclosure.

FIG. 15 depicts an exemplary diagrammatic representation of a machine inthe form of a computer system 1500 within which a set of instructions,when executed, may cause the machine to perform any one or more of themethods discussed above. One or more instances of the machine canoperate as any of devices depicted in FIGS. 1-3. In some embodiments,the machine may be connected (e.g., using a network) to other machines.In a networked deployment, the machine may operate in the capacity of aserver or a client user machine in server-client user networkenvironment, or as a peer machine in a peer-to-peer (or distributed)network environment.

The machine may comprise a server computer, a client user computer, apersonal computer (PC), a tablet PC, a smart phone, a laptop computer, adesktop computer, a control system, a network router, switch or bridge,or any machine capable of executing a set of instructions (sequential orotherwise) that specify actions to be taken by that machine. It will beunderstood that a communication device of the subject disclosureincludes broadly any electronic device that provides voice, video ordata communication. Further, while a single machine is illustrated, theterm “machine” shall also be taken to include any collection of machinesthat individually or jointly execute a set (or multiple sets) ofinstructions to perform any one or more of the methods discussed herein.

The computer system 1500 may include a processor 1502 (e.g., a centralprocessing unit (CPU), a graphics processing unit (GPU, or both), a mainmemory 1504 and a static memory 1506, which communicate with each othervia a bus 1508. The computer system 1500 may further include a videodisplay unit 1510 (e.g., a liquid crystal display (LCD), a flat panel,or a solid state display. The computer system 1500 may include an inputdevice 1512 (e.g., a keyboard), a cursor control device 1514 (e.g., amouse), a disk drive unit 1516, a signal generation device 1518 (e.g., aspeaker or remote control) and a network interface device 1520.

The disk drive unit 1516 may include a tangible computer-readablestorage medium 1522 on which is stored one or more sets of instructions(e.g., software 1524) embodying any one or more of the methods orfunctions described herein, including those methods illustrated above.The instructions 1524 may also reside, completely or at least partially,within the main memory 1504, the static memory 1506, and/or within theprocessor 1502 during execution thereof by the computer system 1500. Themain memory 1504 and the processor 1502 also may constitute tangiblecomputer-readable storage media.

Dedicated hardware implementations including, but not limited to,application specific integrated circuits, programmable logic arrays andother hardware devices can likewise be constructed to implement themethods described herein. Applications that may include the apparatusand systems of various embodiments broadly include a variety ofelectronic and computer systems. Some embodiments implement functions intwo or more specific interconnected hardware modules or devices withrelated control and data signals communicated between and through themodules, or as portions of an application-specific integrated circuit.Thus, the example system is applicable to software, firmware, andhardware implementations.

In accordance with various embodiments of the subject disclosure, themethods described herein are intended for operation as software programsrunning on a computer processor. Furthermore, software implementationscan include, but not limited to, distributed processing orcomponent/object distributed processing, parallel processing, or virtualmachine processing can also be constructed to implement the methodsdescribed herein.

While the tangible computer-readable storage medium 622 is shown in anexample embodiment to be a single medium, the term “tangiblecomputer-readable storage medium” should be taken to include a singlemedium or multiple media (e.g., a centralized or distributed database,and/or associated caches and servers) that store the one or more sets ofinstructions. The term “tangible computer-readable storage medium” shallalso be taken to include any non-transitory medium that is capable ofstoring or encoding a set of instructions for execution by the machineand that cause the machine to perform any one or more of the methods ofthe subject disclosure.

The term “tangible computer-readable storage medium” shall accordinglybe taken to include, but not be limited to: solid-state memories such asa memory card or other package that houses one or more read-only(non-volatile) memories, random access memories, or other re-writable(volatile) memories, a magneto-optical or optical medium such as a diskor tape, or other tangible media which can be used to store information.Accordingly, the disclosure is considered to include any one or more ofa tangible computer-readable storage medium, as listed herein andincluding art-recognized equivalents and successor media, in which thesoftware implementations herein are stored.

Although the present specification describes components and functionsimplemented in the embodiments with reference to particular standardsand protocols, the disclosure is not limited to such standards andprotocols. Each of the standards for Internet and other packet switchednetwork transmission (e.g., TCP/IP, UDP/IP, HTML, HTTP) representexamples of the state of the art. Such standards are from time-to-timesuperseded by faster or more efficient equivalents having essentiallythe same functions. Wireless standards for device detection (e.g.,RFID), short-range communications (e.g., Bluetooth, WiFi, Zigbee), andlong-range communications (e.g., WiMAX, GSM, CDMA, LTE) are contemplatedfor use by computer system 1500.

The illustrations of embodiments described herein are intended toprovide a general understanding of the structure of various embodiments,and they are not intended to serve as a complete description of all theelements and features of apparatus and systems that might make use ofthe structures described herein. Many other embodiments will be apparentto those of skill in the art upon reviewing the above description. Otherembodiments may be utilized and derived therefrom, such that structuraland logical substitutions and changes may be made without departing fromthe scope of this disclosure. Figures are also merely representationaland may not be drawn to scale. Certain proportions thereof may beexaggerated, while others may be minimized Accordingly, thespecification and drawings are to be regarded in an illustrative ratherthan a restrictive sense.

Although specific embodiments have been illustrated and describedherein, it should be appreciated that any arrangement calculated toachieve the same purpose may be substituted for the specific embodimentsshown. This disclosure is intended to cover any and all adaptations orvariations of various embodiments. Combinations of the aboveembodiments, and other embodiments not specifically described herein,are contemplated by the subject disclosure.

The Abstract of the Disclosure is provided with the understanding thatit will not be used to interpret or limit the scope or meaning of theclaims. In addition, in the foregoing Detailed Description, it can beseen that various features are grouped together in a single embodimentfor the purpose of streamlining the disclosure. This method ofdisclosure is not to be interpreted as reflecting an intention that theclaimed embodiments require more features than are expressly recited ineach claim. Rather, as the following claims reflect, inventive subjectmatter lies in less than all features of a single disclosed embodiment.Thus the following claims are hereby incorporated into the DetailedDescription, with each claim standing on its own as a separately claimedsubject matter.

What is claimed is:
 1. A device comprising: a memory that storesinstructions; and a processor coupled to the memory, wherein theprocessor, responsive to executing the instructions, performs operationscomprising: receiving a signal generated by a gaming accessory; andresponsive to the signal: performing an initializing procedure for agaming engine executed by the processor, wherein the initializingprocedure comprises determining initial settings; and performing asearch procedure, wherein the search procedure comprises queryingavailability of another device for playing a game, wherein the gamingaccessory has a body and a cover, and wherein the gaming accessorygenerates the signal responsive to detecting removal of the cover from afirst position proximate to a top side of the body and subsequentplacement of the cover in a second position proximate to a bottom sideof the body.
 2. The device of claim 1, wherein the gaming enginecomprises an accessory management software (AMS) application, andwherein the signal indicates that the gaming accessory is ready for useand that a user of the gaming accessory wishes to invoke the AMSapplication.
 3. The device of claim 2, wherein the gaming accessorycomprises a sensor for determining whether the gaming accessory is readyfor use.
 4. The device of claim 3, wherein the sensor comprises a switchthat is actuated in accordance with the subsequent placement of thecover in the second position.
 5. The device of claim 1, wherein theprocessor is communicatively coupled with a gaming server via a network,and wherein the operations further comprise accessing the gaming serverto facilitate playing the game.
 6. The device of claim 1, wherein theinitial settings comprise default settings for the gaming engine.
 7. Thedevice of claim 1, wherein the initial settings comprise a user profileaccessible to the gaming engine.
 8. The device of claim 1, wherein thegaming accessory is integral to the device.
 9. The device of claim 1,further comprising an interface for wireless communications with thegaming accessory.
 10. A computer-readable storage device communicativelycoupled to a gaming accessory, the computer-readable storage devicecomprising instructions, which responsive to being executed by aprocessor, cause the processor to perform operations comprising:receiving a signal generated by the gaming accessory; and responsive tothe signal: performing an initializing procedure for a gaming engineexecuted by the processor, wherein the gaming engine comprises anaccessory management software (AMS) application, and wherein theinitializing procedure comprises determining initial settings; andperforming a search procedure, wherein the search procedure comprisesquerying availability of another device for playing a game, wherein thegaming accessory has a body and a cover, and wherein the gamingaccessory generates the signal responsive to detecting one of a removalof the cover from a first position proximate to a top side of the body,a subsequent placement of the cover in a second position proximate to abottom side of the body, or a combination thereof.
 11. Thecomputer-readable storage device of claim 10, wherein the signalindicates that the gaming accessory is ready for use.
 12. Thecomputer-readable storage device of claim 10, wherein the processor iscommunicatively coupled with a gaming server via a network, and whereinthe operations further comprise accessing the gaming server tofacilitate playing the game.
 13. The computer-readable storage device ofclaim 10, wherein the initial settings comprise default settings for thegaming engine.
 14. The computer-readable storage device of claim 10,wherein the initial settings comprise a user profile accessible to thegaming engine.
 15. The computer-readable storage device of claim 10,wherein the processor communicates with the gaming accessory via awireless communications interface.
 16. A method comprising: receiving,by a device comprising a processor, a signal generated by a gamingaccessory, wherein the signal indicates that the gaming accessory isready for use; and responsive to the signal: performing, by the device,an initializing procedure for a gaming engine executed by the processor,wherein the initializing procedure comprises determining initialsettings; and performing, by the device, a search procedure, wherein thesearch procedure comprises querying availability of another device forplaying a game, wherein the gaming accessory has a body and a cover, andwherein the gaming accessory generates the signal responsive todetecting one of a removal of the cover from a first position proximateto a top side of the body, a subsequent placement of the cover in asecond position proximate to a bottom side of the body, or a combinationthereof.
 17. The method of claim 16, wherein the processor iscommunicatively coupled with a gaming server via a network, and furthercomprising accessing the gaming server to facilitate playing the game.18. The method of claim 16, wherein the initial settings comprisedefault settings for the gaming engine.
 19. The method of claim 16,wherein the initial settings comprise a user profile accessible to thegaming engine.
 20. The method of claim 16, wherein the device receivesthe signal via a wireless communications interface.